SurvAIvor

An AI driven Survival Simulation

Introduction

Hi there! This is my project for the individual challenge during the Fontys Minor AI for Society. During this project I am trying to create a civilization of simple AI creatures that use NeuroEvolution to adapt to their environment. The goal for the project is to change the environment once the AI's have learning how to beat their current environment. Then I will gather the data produced by the creatures' attempt to survive and analyse this data to see if and where in the AI's evolution new creative or out of the box ideas came about.

Mechanics

Hunger

The AI is allowed to forage berry bushes in the world to increase its fullness value. Each berry bush can grow up to 3 berries and can regrow berries once they are foraged by an AI agent. When an AI's fullness reaches 0 it is removed from the world.

Cold

The AI can choose to cut down a bush to create a campfire, increasing its warmth when it or other AI agents stay near the fire. The game has a day and night cycle that controls the temperature of the map. It is colder at night than it would be during the day.

World Analysis

Foraging data
This data is gathered from the AI's living trying to survive. And as to be expected it shows that when a lot of berries regrow the AI's will forage more, but this statistic will also become more interesting when trees can be cut down for firewood, since it will reduce amount of food available.
Since the AI still needs to be improved, the only cause of death is starvation, but when the AI improves I will implement the cold mechanic allowing the possibility for agents to die of hypothermia as well.
Cause of death